How Long does a Dock-to-Dock Hyperjump Cycle Take?
Moderators: winston, another_commander
How Long does a Dock-to-Dock Hyperjump Cycle Take?
Greetings, commanders! <o
From the Status Screen after Docking, through Trading, Ship Equipping, Maintenance, Launch, Hyperjump (avg. = approximately between 4.4 to 4.8 light-years, i.e. between 19.36h to 23.04h), Combat, Mining, Misjumping, etc. to Docking and Status Screen again... How long, on the ship's clock at the bottom of the screen, does an average (or specific) trade-run cycle take you to complete from the first Status Screen until you see the next Status Screen again after Hyperjumping, please?
<edit> Divide the total duration, as measured on the ship's clock, by the number of Hyperjumps for that total duration, in order to obtain an average Hyperjump duration. If you use a different method to obtain your results, please describe your method when submitting your results. </edit>
I expect that different Spacers have different priorities, and are at different stages of the game and on different missions with different ships and different legal statuses, etc., resulting in everyone's answers to be different. Therefore, the more answers I can get, the better, please. This topic does not ever need to be closed/considered to have been concluded. Necromancers/Resurrectors welcome!
If you have not yet posted a relevant reply, I would be greatly interested in your answer, please, no matter who you are, where you are, what you're doing, or how you're doing it. (I would also be very much interested in those details as well, but my main focus is on the time taken, according to the ship's clock, from Status Screen to Status Screen via Hyperjump, please.)
If you have already posted a relevant reply, I would also be greatly interested in any changes of which you might become aware in your average (or specific) trade-run cycle duration as you engage with other, different aspects of the game later on, please. I would appreciate a short, concise (or long, detailed) note regarding those changes, and how and why you think they occurred, please.
If you have any ideas about anything that I might still need to consider as well, to which I haven't alluded yet, please feel free to make me aware of that.
My goal is accuracy, as precise as we can make it, please. ...but if you simply want to submit an educated/experiential guesstimate, I'll gladly take that as well, please; just let me know how precisely accurate your (average/specific) answer is, so that I can try to keep track of different levels of precision and accuracy, if possible.
Thanks in advance for your kind consideration.
May you find great profit/satisfaction/screen shots on your next Hyperjump cycle.
Yours sincerely and faithfully
user <o
From the Status Screen after Docking, through Trading, Ship Equipping, Maintenance, Launch, Hyperjump (avg. = approximately between 4.4 to 4.8 light-years, i.e. between 19.36h to 23.04h), Combat, Mining, Misjumping, etc. to Docking and Status Screen again... How long, on the ship's clock at the bottom of the screen, does an average (or specific) trade-run cycle take you to complete from the first Status Screen until you see the next Status Screen again after Hyperjumping, please?
<edit> Divide the total duration, as measured on the ship's clock, by the number of Hyperjumps for that total duration, in order to obtain an average Hyperjump duration. If you use a different method to obtain your results, please describe your method when submitting your results. </edit>
I expect that different Spacers have different priorities, and are at different stages of the game and on different missions with different ships and different legal statuses, etc., resulting in everyone's answers to be different. Therefore, the more answers I can get, the better, please. This topic does not ever need to be closed/considered to have been concluded. Necromancers/Resurrectors welcome!
If you have not yet posted a relevant reply, I would be greatly interested in your answer, please, no matter who you are, where you are, what you're doing, or how you're doing it. (I would also be very much interested in those details as well, but my main focus is on the time taken, according to the ship's clock, from Status Screen to Status Screen via Hyperjump, please.)
If you have already posted a relevant reply, I would also be greatly interested in any changes of which you might become aware in your average (or specific) trade-run cycle duration as you engage with other, different aspects of the game later on, please. I would appreciate a short, concise (or long, detailed) note regarding those changes, and how and why you think they occurred, please.
If you have any ideas about anything that I might still need to consider as well, to which I haven't alluded yet, please feel free to make me aware of that.
My goal is accuracy, as precise as we can make it, please. ...but if you simply want to submit an educated/experiential guesstimate, I'll gladly take that as well, please; just let me know how precisely accurate your (average/specific) answer is, so that I can try to keep track of different levels of precision and accuracy, if possible.
Thanks in advance for your kind consideration.
May you find great profit/satisfaction/screen shots on your next Hyperjump cycle.
Yours sincerely and faithfully
user <o
- Cholmondely
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Re: How Long does a Dock-to-Dock Hyperjump Cycle Take?
Might it not be easier to just create an oxp which outputs all this to eg. the latest.log?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: How Long does a Dock-to-Dock Hyperjump Cycle Take?
It might very well be, but I have no idea how to go about doing that. Besides, I'm not playing the game myself yet; I'm just doing lore research. So, I would really appreciate any and all input, if there is any to be had, please.Cholmondely wrote: ↑Sat Oct 05, 2024 7:06 pmMight it not be easier to just create an oxp which outputs all this to eg. the latest.log?
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Re: How Long does a Dock-to-Dock Hyperjump Cycle Take?
You'd use missionScreenOpportunity events (occur at game start and each time you dock, as you go from arrival report to status screen) to record clock time to a mission variable, after comparing it to the previous recorded time and logging the difference. Should use about six lines of code.user2357 wrote: ↑Sun Oct 06, 2024 4:04 amIt might very well be, but I have no idea how to go about doing that. Besides, I'm not playing the game myself yet; I'm just doing lore research. So, I would really appreciate any and all input, if there is any to be had, please.Cholmondely wrote: ↑Sat Oct 05, 2024 7:06 pmMight it not be easier to just create an oxp which outputs all this to eg. the latest.log?
https://wiki.alioth.net/index.php/Oolit ... pportunity
https://wiki.alioth.net/index.php/Oolit ... nce:_Clock
https://wiki.alioth.net/index.php/Mission_variable
https://wiki.alioth.net/index.php/Oolit ... Global#log
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Re: How Long does a Dock-to-Dock Hyperjump Cycle Take?
Make a note of that, I've already altered it once, from five to six.
In your heart, you know it's flat.
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Re: How Long does a Dock-to-Dock Hyperjump Cycle Take?
Would not the Oxps loaded massively affect this?
Varying the distance from witchpoint to station
Adding in closer stations or fuel stops
Adding in more ships which masslock you
Changing masslock effects
Making docking illegal at more and more stations/systems
Varying the distance from witchpoint to station
Adding in closer stations or fuel stops
Adding in more ships which masslock you
Changing masslock effects
Making docking illegal at more and more stations/systems
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Redspear
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Re: How Long does a Dock-to-Dock Hyperjump Cycle Take?
Guilty, m'lud...Cholmondely wrote: ↑Sun Oct 06, 2024 5:47 amVarying the distance from witchpoint to station
...
Changing masslock effects
Re: How Long does a Dock-to-Dock Hyperjump Cycle Take?
Only six lines... Great!
Oh! OXPs... of course. I forgot about those. OK, there goes my precise accuracy out the window.
I'll be looking into those six lines then one day after I've determined which OXPs I like best.
Oh! OXPs... of course. I forgot about those. OK, there goes my precise accuracy out the window.
I'll be looking into those six lines then one day after I've determined which OXPs I like best.
- Cholmondely
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Re: How Long does a Dock-to-Dock Hyperjump Cycle Take?
Notes on going down the OXP route.
I'd recommend this as it makes it much easier for the likes of myself to generate your statistics for you.
1) If you include a manifest.plist you can use it to exclude any OXPs which you feel perturb your desired results too much.
2) You can get your oxp to export the results to a number of places: the save file and/or F4 screen, or the latest.log/previous.log. While the F4 screen is the most accessible I've been unable to copy text from there, I’m able just to screen-shot it.
This sort of thing has been done successfully before - by Cim when he was canvassing changes to dog-fighting NPCs for v.1.82 (Combat Balance Survey) and by Norby when he was pushing for changes to HUDs (HudRequests)
Last edited by Cholmondely on Tue Oct 08, 2024 5:50 am, edited 1 time in total.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Wildeblood
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Re: How Long does a Dock-to-Dock Hyperjump Cycle Take?
Here, I'll get you started.
Code: Select all
this.name = "survey2357";
this._surveyDone = false;
this.missionScreenOpportunity = function () {
if (!this._surveyDone) {
/* Stuff goes here, probably about "six lines" worth. */
this._surveyDone = true;
}
}
this.shipLaunchedFromStation = function () {
this._surveyDone = false;
}
Then it's just a matter of messing about with the clock. It has many properties, some are for game real time and some for real real time. I'm unfamiliar with the clock, so, sorry I can't help with details.
In your heart, you know it's flat.
Re: How Long does a Dock-to-Dock Hyperjump Cycle Take?
Excellent! Thanks, guys! Cholmondely and Wildeblood, most helpful, indeed! May your good deeds return to you hundredfold and more!
- Cholmondely
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Re: How Long does a Dock-to-Dock Hyperjump Cycle Take?
You can always store your new OXP on the wiki for downloaders. It can then be overwritten if you update it.
Oxps need to be stored as .zip files. Oxzs are just stored as oxzs
Oxps need to be stored as .zip files. Oxzs are just stored as oxzs
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?